81
Critics' Lounge / Re: First background
« on: 18 Jan 2008, 11:45 »
yep something wrong with the interior (they are too detailed for this style?), for lights maybe you can manage them by layers
You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.








in this image the window has the lower part in correct perspective with the lower part of the wall (RED LINES)
upper part of window has a mismatch perspective with upper wall part
hoping image can explain better than my words...
in 5 point perspective this "mismatching" dosn't apper
Sorry to just drop into a thread and go off topic, but I think you're being a little overzealous with your perspective lines. I doubt that the top of the window frame and the ceiling are supposed to be parallel - look at the way the top corner of the window cuts into the orange border.
make a game and rejoice in the feeling that you made your backgrounds your own way (and some "inspiration").

Actually DOTT's backgrounds aren't exactly fish-eye, but made in a technique called "Five Point Perspective". The effect is very similar but allows for some creative warping/skewing effects- basically you start with a two point perspective and wrap additional perspective lines around one central portion of the image. A quick Google search should provide you with more insight.
EDIT:
Found a nice tutorial already!


Quote from: thebaddie link=topic=31519.msg434176#msg434176no only 1 loop and 1 frame cause it's a wip... then i'll try with more frames
Would anyone have any strong objections to me changing those editor warnings into compile errors when you don't fill in all 4 loops in character views, because this isn't the first time that people seem to have ignored the warning and then reported a bug?
"the first monkey island" was not "poor graphic". "the first monkey island" was good graphic. Very good. The Secret of Monkey Island™ was designed in a time of very small screen resolutions. 320x200 was all they had to work with back then. But while designing the graphics, they worked very hard to make them seem as realistic as possible (in most cases; sometimes they did more unrealistic graphics for comedic or other effects). We can see this in the close-ups. Trying to represent an entire person in ~1000 pixels is no trivial task.

* The "cartoony" look you're using on geometry, such as door and window shapes, isn't too good.
As all newbies on this style, you're assuming that Day-of-the-tentacle style is made randomly, but actually, it's not. Even though things are tilted and weird in this game, there's a strict way how they are made and tilted and how they should look. So, suggestion number one: Play sam & max. Play DOTT. And try to write down or draw down or simply memorize how tilted geometry is made there. Notice the things that all geometry has in common in their cartoony look. Figure out why these games look so original and why it's so hard to replicate this. This style is FAR from randomly making shapes.

I suggest dropping the idea.
Infact, I suggest spending time on your drawing skills instead of thinking big yet.
Few pointers:
* The "cartoony" look you're using on geometry, such as door and window shapes, isn't too good.
As all newbies on this style, you're assuming that Day-of-the-tentacle style is made randomly, but actually, it's not. Even though things are tilted and weird in this game, there's a strict way how they are made and tilted and how they should look. So, suggestion number one: Play sam & max. Play DOTT. And try to write down or draw down or simply memorize how tilted geometry is made there. Notice the things that all geometry has in common in their cartoony look. Figure out why these games look so original and why it's so hard to replicate this. This style is FAR from randomly making shapes.
* Shading, shading, shading. Roofs don't have any shading on your image.
* Using cropped photos/textures is and will stay bad idea. Especially with black outlines!!!
Try to draw some of your own. Look at the hut roofs, do this leaf texture really looks like it belongs there? Don't lumps of grass horribly stick out from your grass texture? Isn't there's something awfully wrong with alignment of wooden plank textures on huts? I think you'll get the picture.
To be honest, I don't think that MI needs "restyling". It's graphics look much better as it is.
And as I said, you should do two things before your next attempt: Determine if you're going for cartoony style, and if yes, learn to do it properly, and second -- spend some more time practising drawing.
I know I sounded quite harsh here, but after some practice and improvement, you won't feel like this anymore and probably agree with me.



Quotewhat a strange thing...
if I comment line 21 or line 22 or line 21 and line 22 the game dosn't crash
instead commenting line 23 or 24 the game crash...
Does the character have at least 4 loops and at least one frame in each loop?

(the original is not a gif)



QuoteI got this error message when the game try to play a sound:
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0043E03D ; program pointer is +1501, ACI version 3.00.966, gtags (1,0)
Can you confirm whether it's the sound or the DisplayMessage causing the problem? (try commenting out each command, one at a time, and see if it still crashes).
Are you using the "Always display text as speech" setting? If so, is the player character visible at the time?
thebaddie - if that function can run for every room you will need to create a message 0 in every single room or you will get an error when trying to use it in a room without that message number defined. You can find the area to add display messages in rooms in the properties sidebar under 'messages'. If you are still getting an error make sure that you have a sound0 file in the sounds folder. Also, make sure character[1] is actually IN the room where you are doing this. character[1] probably isn't your main character, so you should probably do an if(character[1].Room == player.Room) test before you move him around unless this function occurs only in one room and character[1] is always in that room.

create a label, and pass the name you give it in the gui editor to the gui mode script function...